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/* _
( )
_| | __ _ __ ___ ___ _ _
/'_` | /'__`\( '__)/' _ ` _ `\ /'_` )
( (_| |( ___/| | | ( ) ( ) |( (_| |
`\__,_)`\____)(_) (_) (_) (_)`\__,_) sucks shit
*/
local PANEL = {}
AccessorFunc( PANEL, "m_fAnimSpeed", "AnimSpeed" )
AccessorFunc( PANEL, "Entity", "Entity" )
AccessorFunc( PANEL, "vCamPos", "CamPos" )
AccessorFunc( PANEL, "fFOV", "FOV" )
AccessorFunc( PANEL, "vLookatPos", "LookAt" )
AccessorFunc( PANEL, "colAmbientLight", "AmbientLight" )
AccessorFunc( PANEL, "colColor", "Color" )
AccessorFunc( PANEL, "bAnimated", "Animated" )
function PANEL:Init()
self.Entity = nil
self.NextModel = ""
self.StopRender = false
self.NextSetModel = nil
self.LastPaint = 0
self.DirectionalLight = {}
self:SetCamPos( Vector( 50, 50, 50 ) )
self:SetLookAt( Vector( 0, 0, 40 ) )
self:SetFOV( 70 )
self:SetText( "" )
self:SetAnimSpeed( 0.5 )
self:SetAnimated( false )
self:SetAmbientLight( Color( 50, 50, 50 ) )
self:SetDirectionalLight( BOX_TOP, Color( 255, 255, 255 ) )
self:SetDirectionalLight( BOX_FRONT, Color( 255, 255, 255 ) )
self:SetColor( Color( 255, 255, 255, 255 ) )
end
function PANEL:SetModel( model )
if self.NextModel == model then return end
self.NextModel = model
self.StopRender = true
self.NextSetModel = CurTime() + 0.01
end
function PANEL:Think()
if self.NextSetModel and self.NextSetModel < CurTime() then
self:SpecialSetModel( self.NextModel )
self.StopRender = false
self.NextSetModel = nil
end
end
function PANEL:SpecialSetModel( model )
if IsValid( self.Entity ) then
self.Entity:Remove()
self.Entity = nil
end
if not ClientsideModel then return end
self.LastModel = model
self.Entity = ClientsideModel( model, RENDERGROUP_OPAQUE )
if not IsValid( self.Entity ) then return end
self.Entity:SetNoDraw( true )
local seq = self:ChooseSequence( model )
if seq > 0 then self.Entity:ResetSequence( seq ) end
end
function PANEL:GetSequenceList()
return { "walk_all", "WalkUnarmed_all", "walk_all_moderate", "idle" }
end
function PANEL:ExcludedModels()
return { "player", "models/human", "eli", "police" }
end
function PANEL:ChooseSequence( model )
local seq = 0
for k,v in pairs( self:ExcludedModels() ) do
if string.find( model, v ) then
return self.Entity:LookupSequence( "idle" )
end
end
for k,v in pairs( self:GetSequenceList() ) do
if seq <= 0 then seq = self.Entity:LookupSequence( v ) end
end
return seq
end
function PANEL:Paint()
if ( !IsValid( self.Entity ) ) then return end
if self.StopRender then return end
local x, y = self:LocalToScreen( 0, 0 )
local w, h = self:GetSize()
local sl, st, sr, sb = x, y, x + w, y + h
local p = self
while p:GetParent() do
p = p:GetParent()
local pl, pt = p:LocalToScreen( 0, 0 )
local pr, pb = pl + p:GetWide(), pt + p:GetTall()
sl = sl < pl and pl or sl
st = st < pt and pt or st
sr = sr > pr and pr or sr
sb = sb > pb and pb or sb
end
render.SetScissorRect( sl, st, sr, sb, true )
self:LayoutEntity( self.Entity )
cam.Start3D( self.vCamPos, (self.vLookatPos-self.vCamPos):Angle(), self.fFOV, x, y, self:GetWide(), self:GetTall() )
cam.IgnoreZ( true )
render.SuppressEngineLighting( true )
render.SetLightingOrigin( self.Entity:GetPos() )
render.ResetModelLighting( self.colAmbientLight.r / 255, self.colAmbientLight.g / 255, self.colAmbientLight.b / 255 )
render.SetColorModulation( self.colColor.r / 255, self.colColor.g / 255, self.colColor.b / 255 )
render.SetBlend( self.colColor.a / 255 )
for i=0, 6 do
local col = self.DirectionalLight[ i ]
if ( col ) then
render.SetModelLighting( i, col.r / 255, col.g / 255, col.b / 255 )
end
end
if IsValid( self.Entity ) and not GetGlobalBool( "GameOver", false ) then
self.Entity:DrawModel()
end
render.SuppressEngineLighting( false )
cam.IgnoreZ( false )
cam.End3D()
render.SetScissorRect( 0, 0, 0, 0, false )
self.LastPaint = RealTime()
end
function PANEL:LayoutEntity( Entity )
if self.StopRender then return end
if ( self.bAnimated ) then
self:RunAnimation()
end
Entity:SetAngles( Angle( 0, RealTime() * 10, 0) )
end
derma.DefineControl( "GoodModelPanel", "A panel containing a model that isn't broken and gay", PANEL, "DModelPanel" )
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